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Hurry up and wait: A look to the future of iOS gaming

Me1
Friday, September 30, 2011
EDITOR'S NOTEfrom Sam Barsanti

My Editor's Note about Tyler's apocalyptic vision of iOS gaming's future is only availble in the $2.99 premium version of this article. Download it now on the Bitmob App Store!

Pretty scary stuff, huh?

What if the App Store ecosystem begins killing off innovation in iOS games? What happens when the ideas become stagnant and the steady stream of new and interesting content starts to repeat itself?

There’s no doubt that iPhone apps have changed how we approach games. We live in a time where Mario and Pac-Man have been shoved off the stage in favor of a few angered avians and their thirst for revenge. We throw around adjectives like "freemium" and "casual" to interpret and articulate anomalies like this, but now they're everywhere.

 

Give the list of the top free iPhone games a look. Notice anything (other than the atrocity that is Hair Plucker)? At the time of this writing, 9 of the top ten games support in-app purchases. On the paid apps side of things, 7 of the top ten games allow you to buy digital goods through them. Now, if this recent study is to be believed, roughly 72 percent of the revenue in the App Store originates from in-app purchases. That means that soon we’ll begin to see the free-to-play model growing on our iOS devices...until it's all that there is. This will not only destroy the pricing structure as we know it, but I believe it will also kill developers’ drive to create compelling new games that push the touch interface further.

Free-to-play games are not inherently the problem, but the way they discourage developers from trying new things is. Paid apps are going to get cheaper, but to actually play them with any hopes of accomplishment will cost more money. Hundreds of games will saturate the marketplace, each a slightly altered version of the most successful apps at the time.The worst part of all this? Preventing it is going to be nearly impossible.

Sure, we could vote with our dollars and refuse to pay for the apps that force us to make microtransactions, but just like with Facebook, they’ll still win eventually. All they need is a Farmville-esque hit with excellent social integration and there will be no use in trying to fight it off.

The App Store used to be known as a mysterious entity full of non-standard ideas that miraculously worked given the way we play games on our iPhones, iPads, and iPods. Unfortunately, it has become overpopulated with people trying to make as much money as they can. Once someone figures out the best strategy to keep our wallets open, the other developers will follow and try to replicate it. We’re destined to be stuck, just as we are with Facebook games, constantly searching for someone brave enough to make a title that is compelling and clever enough for us to consider giving them back our trust. But in the interim, all we can do is wait.

 
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Comments (3)
Robsavillo
September 30, 2011

This exact topic's been on my mind lately, especially after I read Tim Roger's excellent editorial/narrative about social gaming and monetizing the free-to-play model.

These types of games are more grounded in psyhcological manipulation than what Sid Meier uses as an axiom for good design: "a series of interesting decisions to make." I'm a little worried for mainstream video games, honestly.

Photo_159
September 30, 2011

I think there is room for great games on iOS - even if they are free to play. To be clear I am not  fan of the model but I understand it is succesful. The free to play model is going to eventually breach more platforms than iOS. The MMO space has already been transformed pretty significantly. That fate is upon us already. It's only a matter of time before it happens in the console space.

The sky isn't falling though.

You have to consider the developers point of view. If the free part of a free to play game is garbage nobody is going to pay for anything in the game. You have to get people to come into the "store" before they can buy anything. Even then it is up to the game to convince the player it's worth a dollar or two.

The app store has always been filled with shovel ware. I don't remeber iOS ever having some type of miraculous glory days where every game was inovative. The reason we see an ocean of people just trying to make money is because the barrier to entry for development is low. This also makes it easier for innovative people to rise to the top. We see this already (no thanks to the app store filter). People "just trying to make money" will always stick out like a sore thumb - and that really turns customers off.

I think the situation is more complicated then that. It's very likely people like us aren't even the target market for free to play games.

Pict0079-web
September 30, 2011

I'm trying not to imagine free-to-play games taking over the iOS world, but TinyTower has already netted thousands of fans. It's a great game, but there's no way that I'll ever plunk money into buying virtual money. I think free-to-play is somewhat similar to the financial model of the old shareware games, though. I hope that we'll eventually see some more variation in the market.

I really hope that there's still room for innovative games with touch controls. For instance, Square-Enix did a brilliant job mixing comics with game mechanics in Imaginary Range. I'm already interested in playing Capcom and Square's future game lineup if they ever release their iOS games in America. Besides, I'm still waiting for a hi-res edition of The World Ends With You.

(still crossing my fingers in vain)

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